This might be premature or unnecessary, since there's no guarantee there will be future contests, but I thought I'd plant this seed in case things occur to people in the wake of crunch and review or as they're playing and debugging. @outstar @huddyvonschland
This is a repost from the Dark Pack Discord. I've included responses from Ethan, as I thought they were a valid alternate point of view:
dwsnee — Today at 11:07 AM
For future gam jams, we might rethink what constitutes "accessibility and bug fixes," post-deadline. I feel this is a strong advantage to elaborate games who are able to seed things before deadline and "fix" them for weeks after. I'm sorry if this sounds bitter. I crunched pretty hard to submit a working game on time and might have initially chosen a different engine and/or scope if I understood this would be allowed. Even with a text-based game, I built editing and debugging into a rigorous dev schedule, and I might have scoped further if I knew I could use time after submission to polish in this way.Ethan — Today at 11:10 AM
Given that the games are being played right from the get-go once judging begins, I think it's important to remember that after-the-fact bugfixes probably only factor to a limited degree in terms of how they're evaluated.dwsnee — Today at 11:13 AM
I see your point. However, many games are still updating. As of this morning, Huddy and Outstar had 18 and 15 games unplayed. It's been 10 days since deadline, which is 1/3 of the total time added again. It wasn't a targeted comment. But I think the advantage is pretty measurable, objective, and honest. (edited)- [11:16 AM]For instance, I devoted >5 days throughout to debugging and editing. If I had used those same days to write more, based on my daily average of 3k-5k words, I might have added 20k words, then done all my rewrites and edits after submission. That addition would have been substantial for me.
Ethan — Today at 11:17 AM
I don't think your scheduling is something that you'll have to regret. After all, we don't know the judging criteria - delivering a polished product is probably an important factor!- [11:19 AM]And with or without submission, I'm pretty sure you delivered the longest game in the jam in terms of volume of writing - even without any additions. Having played Blood Frontier, I think you've made something worth being proud of.
Ethan — Today at 11:20 AM
I suppose I'm just not sure how we could narrow the scope of what constitutes bugs/accessibility without causing problems.dwsnee — Today at 11:20 AM
Thanks for saying that and for playing my game. My suggestion was only for the future. Something as simple as limiting bug fixes and accessibility until after judging simply seems more fair to me.Ethan — Today at 11:21 AM
That would result in games like The Joker in Yokohama being unable to be considered though, since it was made and released in Japanese but couldn't be judged until the English TL was finished after the fact.dwsnee — Today at 11:23 AM
I understand it puts some people at a disadvantage in terms of spoken language. I would argue this advantage exists with proficiencies in coding languages. It simply has to be scheduled for. Just my opinion as a creator and participant.- @EthanI suppose I'm just not sure how we could narrow the scope of what constitutes bugs/accessibility without causing problems.
dwsnee — Today at 11:31 AM
I would just have the fixes window start after the contest is judged. Obviously, they're the sponsors and can do whatever they want, I just thought it was a valuable perspective. Being the first of these, I know you hatch things out as you go--can't steer a car that isn't moving.
Cheers, all. Happy holidays.